Course Design and Development Unit
: [2]
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Motivation in alternate reality gaming environments and implications for learning

Alternate Reality Games are being used increasingly in Higher Education as a way of providing a stimulating context for student learning. However, several instances have shown that students are not as motivated to take part in this type of active learning activity as might be imagined. This paper draws on four case studies of the use of learning activities inspired by alternate reality games to examine what can be learned about student motivation, and how this could be used to influence stude...

Moseley, Alex; Whitton, Nicola; Culver, Juliette; Piatt, Katie

Back two spaces, and roll again: the use of games-based activities to quickly set authentic contexts

One of the inherent problems in the use of game-based activities in training and development contexts is the disconnection between the game itself, and the real world context the participants have come to learn about: the games tend to be a means to an end within the confines of the training.
Backgrounded by a long history of games and simulations in areas of education and training, recent work on the way that games can engage learners through the creation of authentic contexts led the autho...